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Following is the English translation of e-mail I sent to participants in August of 1999. Though hard to believe, all these events actually happened to me.

Visit "Puzzle Bobble" section of Compjoetania TNG page for their side of story. You'll learn the fact David began developing his game BEFORE Pa bastard came and messed up his job. Simply summarized, thing like "Kumoko and Yumeko" project never existed!


1.
First and foremost, I would like to give an announcement.
Development of "Kumoko and Yumeko" is over. There is no possibility of continuition.

This decision was at all caused by lies and disturbing intervention of Patriek Lesparre (hereafter "Pa"), an MSX user of rarely seen evil disposition.
I hereby would like to confess what has took place so far.

1-a.
It was as early as January of 1997 when Pa, the MSX user whose residence is in the Netherlands, mailed me that he was developing a game called Kumoko and Yumeko and thus requested me to introduce Japanese GFXers.
The condition then was that Kumoko and Yumeko would be released in April of 1997. I, who received promo version (whose game part was identical to the promos you received) then made an error to accept offer of he, whom I could not speculate his excessive tendency to lie which I found out later.
Forgive me that I never expressed the fact that the game called Puzzle Bobble, of which the Kumoko and Yumeko was its mimic to be, was completely against my liking. But, he then managed to deceived me with promising proposal that once I send GFXes he would prepare every other elements of the game including parts graphics, music and scenario.
Honestly speaking, there were several proofs which should have made me doubt whether he was actually developing the game.
One such example was evident when I told him Shiroto M's reply to me that Shiroto M was not able to draw with so few information, but then Pa rejected to design characters by himself at all. However, I, who was not conscious that I was deceived, made an error to design characters by myself.
As you know, I, who cannot draw at all, experienced terrible pain during the process.
Among the sources I gave you, only following; outline of opening demo, name of the world ("Yumetairiku"), existence of dreamcreatures, names "Kumoko" and "Yumeko" and the fact that they are twins, are the fraction that Pa devised by himself. Everything else, including clothing, outlooks and idea of insectoid "clans" were to my own invention.
Note Yumeousama and Yumemashougun are 100% my creations.
I have informed Shiroto M (whom I have asked for job in February of 1997) and Koba (March of 1997) exactly what Pa said - that April 1997 was deadline, and I have let you two go through real painful process which continued until late night before day of the MSX fair at that time. Shiroto M also sent me detailed script for his demo.

However, Pa never gave data made by these two artists to anyone else beside himself.

Development of the game did not complete at all. Pa shamelessly excused "programmer did not catch up", and pleased me by bluffing that he demonstrated GFX in the fair, a bluff that I deliberately can tell as lie when I reflect now. Furthermore, he tried to evade the accusation by stating "the game would complete within a few weeks" - the statement that I myself should be accused for believing.
Since then, I complained several times for his attitude of not even trying to make opening demo, but Pa kept evading responsibility by totally lying "I gave programmer the data, but he is not going to code it."
In October 1997, he said "we have made a little advancement" and sent me a so-called "promo" which had unfamiliar screen that had nothing to do with the title screen which Shiroto M made, and with unfamiliar title "PUZZEL BOBBEL". In another word, the "promo" then contained absolutely no GFXes that Shiroto M and Koba made. So humiliated and crossed, I accused Pa the reason, but he answered by lying "I do not know why the programmer chose this picture." I later found Pa did not tell the coder even about existence of title GFX that Shiroto M made.

Pa was cunning enough to let me promise to keep Kumoko and Yumeko matters hidden. I remember I have asked Shiroto M and Koba to keep conspiracy too. This was why the fact their GFXers were already available was covered from other developers, thus none of them (including me) could not notice such outstanding lies of him.

Later, around February 1998, Marius, friend of Pa and the real original author of Kumoko and Yumeko, sent me an e-mail that stated he was waiting for the day he would have a version with GFX. After reading his message and exchanging conversations with him several times, I noticed what Pa had been insisting and recognition and Marius were totally dissimilar. What astounded me was that Pa was telling Marius that GFXes were still not ready and that release of Kumoko and Yumeko was expected to be soon.
I, who already felt disbelief toward Pa who insisted that the game would be released in April of 1997 but apparently did nothing to GFX and data that had been ready for one year since then, demanded him to complete the game immediately. However, Pa blamed lameness of David for cause of delay, Pa made absolutely no attempt to develop, and moreover did not try to decide minimum necessary subjects like configuration of stages and the game story.
Moreover, David informed me that he seldom received any report from Pa.
I consulted all these newfound facts with Marius, then he replied "Pa is not doing anything. He is just telling others to work and is insisting he is the leader. If I fire him, probably game would be developed."
I accused Pa more harshly, and finally he admitted that he did not give opening demo sources to David.

Pa forced deadline of April of 1997, let me and you toil until last minute before the fair, and then he continued to lie that "the programmer was lazy so game is not being developed" for one year. I do not think anyone can make funnier joke.

It was natural that I had to design characters and world outline myself. Pa was not capable to give any instruction from the beginning.
I, who realized that how much I give sources to this liar, he will never pass them to the programmer, and thus there is no possibility that Kumoko and Yumeko would be completed, immediately expressed him "you're fired". Panicked Pa lied that "I gave David the sources right now!", but I, who already had direct contact with David, noticed he lied.

As Koba, whom I informed then might know, at this point I gave all data to Syntax and proposed idea of mini-sized game development and other options. To think of it from now, it could have been best solution. But I then canceled my offer despite Imahi of Syntax was eager to accept. I canceled because, though it might sound foolish, I did not want to expose rottenness of non-Japanese users to Japanese eyes (the prevention that I'm not considering a bit now).

1-b.
As I have previously described, I, who was told to keep conspiracy up until then, realized that purpose of conspiracy was to avoid David and Marius from noticing the fact that GFXes already exist, so I erected a website dedicated to Kumoko and Yumeko, and exposed everything that happened so far including Shiroto M's opening demo which I have reproduced by GIF images I hand-crafted, and also still GFXes.
Also, while it was only two weeks before the nearest fair, I asked David to opening demo and he completed except a few irregularities, and he made a disk which includes opening demo and promo game. That was the disk I gave to you.
I thus made all the facts known, and development began newly, with me in the center.

However, to reflect from now, I should have noticed that possibility of completion was zero even if without Pa.
Think; David was nothing more than a "hired" programmer. He too used to believe Pa's lie, "Takamichi is supposed to provide all GFX but he is not doing his job."
Promo version made in 1998 did not have Shiroto M's title, but instead had a simple sketch did by Koba (and that I scanned and sent to Pa merely as reference). I queried David for reason, then he replied "Pa gave me one saying this is the title of Kumoko and Yumeko". Pa was not a simple lazybone; he had been cunningly, INTENTIONALLY disseminating intricate lies.
To think of it now, it was natural that David resorted from development soon later, after having learned the lie about title, plus the truth that there was not and never was anyone supposed to draw parts, make music, design screen layout, nor even to design system.

And more horrendous event followed.
Pa, who didn't realize he was fired at all, began spreading hair-raising lies that "Leader of Kumoko and Yumeko project is me. David and Marius are totally loyal under my command." to masses, and unbelievably, some of the listeners believed him. Needless to say, Pa never gave any actual instruction to David or Marius since. I heard, he recruited "musicians" by his own, and then did not care to give any information to them.

Stupidity of non-Japanese MSX users struck me open-mouthed, but I believed that if after seeing my devotion to development maybe David would understand my commitment - an idea you'll soon find out of its hollowness if you ponder for a moment - and I continued to develop Kumoko and Yumeko further.
As I have previously described, the system of Kumoko and Yumeko was, a system I had no interest in (more directly, the game I did not want to play).
However, I could not decrease effort of Koba and Shiroto M to nil. I really did not want to, so I have composed world outline, stage configurations, participating characters, stories... as far as my efforts could reach.

I have requested GAU for GFX in May of 1998; Kamei in July, and Ueno Masahiro in August. Also, Hoshino Picasso had been assisting me with illustration and as an advisor since August of 1998.
You have gladly accepted my offer, making the flow of development look steady (though anything other than GFX was not developed in reality). Kumoko and Yumeko also appeared in MSX-SEED, the MSX fanzine active at that time.

But, in October of 1998, the time had arrived for me to give up at last.
It began with a forceful word from a Dutch MSX user, "You put up with Pa right now!".
The incident meant that someone could seriously believe lies that Pa was spreading.
Non-Japanese MSX users were believing Pa who was not toiling whatsoever and whose talent was limited to lying and disturbing someone else's work, instead of I who was continuing to develop a game I did not like in order to pay responsibility for you who drew GFX with your all laboring pain...
The recognition completely sent my mental into disorder.
I have snipped most of relation with Dutch users that I concentrated all my economical and chronological effort into, and I also edited HTML documents to close down whole my websites so I could retire from all of my MSX activities. Not only that; I considered to pay responsibility for my failure to keep my duty to you, by the act stronger than retirement from MSX activities.

I do not care to explain what "the act stronger than retirement from MSX" means. If I give you the clue that it is the action which Japanese people generally tend to conduct when they have to condemn their own serious failure, you shall understand.

I have requested Maarten, an old acquaintance of mine since 1997, to survey the truth behind the scenes.
His survey proved that demands of Pa were;

1. I am still the leader of Kumoko and Yumeko development.
2. Since I am a leader who asks others for work, the fact I am not doing anything doesn't matter.

...(bursting laughter).
I, who was ultimately shocked by demands of the fool who kept blabbering "David and Marius are loyal to me, only they don't express so! Takamichi should be loyal to me too!", then was fatally knocked down upon hearing following comment from Maarten.

"In short, he nor Marius want to build Kumoko and Yumeko by themselves, but they simply want to see others build one."

At last, I realized that I was being "utilized" to build the game.
Pa was looking from side, fully expecting, when I was frantically building the game world just to pay my pledge.

This realization sapped any will to develop from me, but more strongly, I noticed even if I "retire MSX" or "pay responsibility by the act stronger than retirement", my such act would simply mean betrayal to you who drew GFX.
Entrenched in deadend, I spent several months drenched in hopelessness, slinking away from almost all of MSX activities.

2.

However, when Ueno Masahiro sent me his GFX in February 1999, I firmly decided.
I should develop completely another game and show your works to public.
Instantly, idea of card game system used in Bakemon kara Dioxine the game distributed by Imori Production (http://www02.so-net.ne.jp/~ubukawa/index.html), struck me.
I, who was already worrying about the fact that "Kumoko" and "Yumeko" were hardly worth being called central characters - examples of such "nominal central characters" include Bakabon in Tensai Bakabon or Misumaru Yurika (my sincerest apology if any of you is her fan) in Kido Senkan Nadesico -, sent them to past, and decided to treat that they are linked to other characters through time and space.
Moreover, in order to avoid Pa to demand copyright and also because mere mention of Kumoko-and-Yumeko-related names already could chill my spines, I changed names of characters to "the Grappler", "the Keeper", "the Fairyking" and "Marquis de Hentai", and not only that, I have flipped positions completely so the fairyking will be enemy boss and Marquis de Hentai will be a central character of virtue. I also changed title of the game to "Hypnotic City".

I wasted no minute to port Bakemon system (note I have proper permission from Imori Production) to MSX through simple BASIC programming, and after about one month I completed one, which I enhanced with strategic enemy algorithm and character-dependent abilities.
Then I faced the question; how to express stories and character insights?
Though numerous GFXes were available, they alone could hardly comprise the ultra-illogical Fairyland that I devised.
You probably agree that I could not trouble you, whom I have so humilated by my errors, any longer.
After being stuck in doldrums, H-man (http://www.netfarm.ne.jp/~ainosato/) that won fanatical praise from several MSX users, emerged in my mind.
I was inspired, "This... will be stupendous... especially if accompanied 100% by English translation!" and wasted no time to begin creating one.
About three months have passed since, and about 210 scenes of serials are almost complete except the ending.

Also, about GFX, Kamei and Picasso have agreed my earlier proposal, and even those who are not MSX users agreed to collaborate me.
As the point of fact, I myself had been practicing for longer than one year so far, by sketching people in train carriages (even now I always draw when I get on train), watched any animes I could view, and even bought a scanner and a tablet, so I can manage the drawings myself instead of troubling you. Though my works are truly at infancy compared to you who are proud of your long careers, I shall include them in final product.
(I drew "Imperial Creature" picture I gave you earlier by myself.)

About actual MSX coding, Maarten, whom I exchange mails daily with, has chief authority; he made promos several times as reactions to my selfish demands.
Jorrith Schaap, chief redactor of "Future Disk", the unworldly disk magazine, is in charge of music. Currently, only (non-Japanese) Moonsound tunes are available at this point, but he shall compose FM music later.

At this point, the card game I firstly made (still badly balanced and text-only yet) and demo part which is comprised of GFX and text art are completely segregated, so you should play them separately. Worse, nothing is done to opening demo by Shiroto M, and I still have not decided which part the anime demo done by Koba would fit in.
However, I am determined to concatenate them fully and then release it as "freeware" worldwide within October of 1999.
If any of you feel necessity of righteous payment, do not hesitate to ask me. I then shall pay out of my own finance.

3.

I know even if I manage to complete an alternative game, it does not replace the fact that I failed to fulfill my initial promise with you.
I am also ready for your fury on the complex and surreal story that made huge leap from initial form, and I should apologize for character traits that do not even resemble their original.
However, I am at least proud that I am a philosophy graduate from literature major of XXXXda university (wry smile). My story, which is based on animes and games I studied by every means plus ideas taken from Homers epics and Shakespeare, though looks purely idiotic at first sight, but philosophical arguments like "mass vs individual" or "preciousness of true friends" penetrate all through it.
For your notice, I am considering release of novel version.

In order to pay the pledge to you who trusted such a humbug like me, I had been lingering for more than two years locked in a gap between barriers called language.
Especially during past six months, I have cut my sleeping hours to 4 per day, and spent, and still am spending all living days to work, plan, negotiate and to practice drawing.
Previous two years of MSX amateur world were filled with betrayals and lies. I would choose to die rather than to become a spoiled wretch who lets someone to labor then casually excuses "I-could-not, I-asked-but-they-did-not".
It will be to my utmost pleasure if you shall take my such humble determination granted.